Gluby's Comprehensive Guide
to Herbalism Mods

A guide to Morrowind mods affecting
the gathering of ingredients, reagents and crafting materiel


Version 1.31 (Sep. 14, 2009)

Broken links reviewed May 31, 2019



 

Contents

 

 


Introduction


In Morrowind, an herbalism mod is a must because of Bethesda's less-than-inspired treatment of plants and herb-gathering. Bethesda's default method of harvesting plants treats them all like containers; when you click on one, it brings up the contents, and you either drag the contents to your inventory or click "Take All." It's tedious, and, thanks to the modding community, unnecessary.

The various herbalism listed herein mods fix the problem by automating plant-gathering; press space to activate, and a feedback message tells you what you found. It makes the game much more smooth and enjoyable. In addition, they reduce the respawn time for plants from the default of four months to one, and many bring other enhancements.

The question, then, is which of various available mods, several with extremely similar names, to use? This guide provides short descriptions, feature comparisons and screenshots of each of the available herbalism and ingredient-gathering mods.

At the end of this document is a FAQ addressing several issues of concern with these mods (particularly the avoidance of conflicts with certain widely-used mods) which, it is hoped, will be helpful. I highly recommend at least glancing through the FAQ section.

Because the subject matter is so similar and sometimes may therefore conflict with these mods, this guide also addresses other mods affecting the gathering of "Ingredients" (which includes alchemy reagents, food, minerals, animal parts and so forth), such as those that improve the handling of mining and the preponderance of animal loot.

 

Back to top

Herbalism Mods


Herbalism v1.3 [Balor]: The original herbalism mod. Setting the standard for the rest of the mods on this list, Balor's Herbalism eliminates the tedium of plant harvesting by doing away with the standard container pop-up box when one clicks on a plant, instead simply transferring the contents automatically to inventory via a script attached to the plant. [Oct. 2004. Requires Tribunal, and includes an optional plugin for Bloodmoon.]

Balor's Herbalism v1.3 Screenshots

Screenshot 1 Screenshot 2 Screenshot 3
"Noteworthy Success" and Herbalism
skill increase messages.
Failure message when Herbalism skill
too low for even an attempt.
Plural syntax gaffes.
Screenshot 4    
More plural syntax gaffes.    

 

 

Herbalism v1.1 Seed Version [Balor, ed. Shanjaq]: Shanjaq's modification is an upgrade of a previous version of Balor's Herbalism that makes plants also yield plantable seeds. [Mar. 2003. Thanks to Morten79 at PES for recovering this from Internet obscurity and uploading it there.]

Shanjaq's Herbalism v1.1 Seed Version Screenshots

Screenshot 1 Screenshot 2 Screenshot 3
Success and failure messageboxes. Herbalism skill improvement message. Extra herbs gathered for higher skill.
Screenshot 4    
Seeds in inventory (note that, since
they are scripted items, they do not stack).
   

 

 

Herbalism Lite v1.0 [Shakeidas]: A simpler alternative that also automatically transfers gathered ingredients to inventory without a container dialog when one clicks on harvestable plants, but avoids the use of new skills. It is particularly notable for the fact that, unlike the others, picked plants do not visually disappear, which avoids spoiling the aesthetic appeal of the landscape, but makes it impossible to visually know which have been picked or respawned. [Dec. 2003. Modular plugins: one for Morrowind, one for Tribunal, and one for Bloodmoon. Note that the base Morrowind plugin has errant GMSTs that should be cleaned from the mod before use. The Tribunal and Bloodmoon expansion plugins are clean.]

Shakeidas's Herbalism Lite v1.0 Screenshots

Screenshot 1
The only feedback given, when one
attempts to petulantly pick a plucked
plant a second time.
   

 

 

Herbalism Redux v1.12a [Mode_Locrian]: Tries to strike a balance between Balor's Herbalism and its minimalist alternatives. Like other herbalism mods, it makes clicking on plants transfer gathered ingredients to inventory automatically. [Aug. 2004.]

Mode_Locrian's Herbalism Redux v1.12a Screenshots

Screenshot 1 Screenshot 2
Feedback messages for success and failure. Variation in amount gathered.  

 

 

Advanced Herbalism v1.1 [Andoreth]: This is the cadillac of herbalism mods, and boasts an impressive set of features, notable among which is the ability to plant seeds anywhere—even in transportable planters—and to dig up the plants if desired. [Apr. 2004. Includes variant plugins for different combinations of Morrowind with and without the expansions.]

Andoreth's Advanced Herbalism v1.1 Screenshots

Screenshot 1 Screenshot 2 Screenshot 3
Herbalism skill improvement message. Higher Herbalism skill can result in
significantly more herbs gathered
from a plant.
Finding a seed.
Screenshot 4 Screenshot 5  
Finding a seed on one plant, and
getting nothing from another.
Sara Agustine, the Herbalism skill trainer
in Seyda Neen.
 

 

 

Herbalism for Purists v1.22 [Syclonix]: Another minimalist alternative that eliminates the ingredient-gathering dialog box tedium and makes harvested plants temporarily disappear. Designed specifically to keep to the original "game balance" (i.e., not changing the original harvest chances and quantities) and to have minimal impact on framerate. [Aug. 2005. Includes variant plugins for different combinations of Morrowind with and without the expansions.]

Syclonix's Herbalism for Purists v1.21 Screenshots

Screenshot 1 Screenshot 2 Screenshot 3
Variation in amount of herbs gathered. Gathering spore pods. No herbs found message.
Screenshot 5 Author's Screenshot  
Making off with multiple mushrooms.

Author's screenshot showing the
Flora Glow effect.

 

 

 

Graphic Herbalism v1.2 [ManaUser]: The latest addition to the Herbalism mods scene that one-ups the visual sophistication of its predecessors by making it so, when most plants are harvested, only the part picked disappears from the plant, instead of the entire plant itself. It is still fairly purist in operation, though it includes optional modular extensions to affect minerals, to place bloat spores in caves, and to require tools for harvesting certain plants. [Nov. 2008.]

ManaUser's Graphic Herbalism Screenshots

Author's Screenshot 1 Author's Screenshot 2 Author's Screenshot 3
Author's Screenshot 1:
Stoneflower plants before and after
harvesting, with feedback.
Author's Screenshot 2:
Mucksponge plants in their fungal glory.
Author's Screenshot 3:
Spiny lloramor plants.
Author's Screenshot 4    
Author's Screenshot 4:
A plucked Holly Berry plant, with berries
gone and feedback message showing
the culprit.
   

 

 

Ultra Light Herbalism [Qwert]: Based on Balor's Herbalism and Korath's Herbalism Minimal, Qwert's Ultra Light Herbalismis the most minimalist of the herbalism mods, aimed at players who simply want plants that disappear when harvested and respawn monthly, in an ultra-lightweight script, without changing anything else. The mod does not automate how plants are harvested, leaving unchanged Bethesda's default container-looting method. [Apr. 2003.]

 

 

Back to top

Other Related Mods


Explorers v2.5 [Lord Lionmane]: Not strictly an herbalism mod, Explorers attaches a script to all harvestable plants that makes it so they have a small chance of having a treasure chest whenever "opened." The chests can be trapped, and may have guardians or bandits nearby. The mod also introduces "Mind Gems" (a new item), modifies urns to occasionally contain them and to spawn guardians, and creates two NPCs who will buy them.

The mod is included here because, by virtue of modifying all plants, it occupies the same field as the herbalism mods. and therefore directly conflicts with them. However, Zappara's Explorers Addon Pack v1.1 provides compatibility patches for Advanced Herbalism, Herbalism Redux and Resources Enhanced. See also Zappara's Disturb the Dead Addon Pack v2.0, which contains a compatibility patch for Zappara's Disturb the Dead v3.31 making both mods' modifications to urns work together. [Nov. 2004.]

 

Nymeria's Monthly Respawn [Nymeria]: Normally, plants respawn every 4 months. This makes them do it every month, and should only be used if you want monthly plant respawning but do not wish to use an herbalism mod (all of which include some variant of the same functionality). [May 2004. Also included as a separate and optional add-on with Taddeus and Nymeria's Necessities of Morrowind.]

 

Minerals Respawn v1.1 [Evelas]: Makes diamond, ebony, glass, adamantium and stahlrim rocks respawn monthly. Like Nymeria's respawn, this is a more minimalist approach to respawning. [May 2004. Compatible with Complete Morrowind and its modular counterparts. Split into separate ESPs: one for base Morrowind, and one for the expansions.]

 

Bloated Morrowind [MagicNakor]: Bethesda designed and included a plant in the game, Bloat Spores, that it neglected to implement, making it such that the player must purchase Bloat. This mod implements Bloat Spores into the game by placing them in select locations in the wilderness. [Oct. 2003. Only necessary if the herbalism mod you use does not include it.]

MagicNakor's Bloated Morrowind Screenshots

Author's Screenshot 1
Author's Screenshot 1:
Bloat Spores in the wilderness.
   

 

Flora Glow v1.0 [Max a.k.a. ~NOBODY~ and Nigedo]: Replaces the original models for all luminous flora (Luminous Russula, Draggle Tail and Violet Coprinus) with glow-mapped versions that make each plant actually luminous. [Jul. 2004. Will conflict with herbalism mods, but the changes can be merged using TESTool. Or, alteratively, one can manually integrate them using the CS or another tool with relative ease.]

 

Animal Loot Mod [Sendai45]: Increases probability of recovering animal-part ingredients and commodities from slain creatures to 100%, alleviating the scarcity of such items. Also increases the yield of certain animal parts (horkers, for example, now yield two tusks instead of just one). [Feb. 2004. Includes three different plugins for different game expansions; Morrowind- and Tribunal-only versions have dirty GMSTs that should be removed before use.]

 

Gluby's Creature Loot Mod [Gluby]: Based on the same idea as Sendai45's Animal Loot Mod, above, this mod changes the probabilities and possible quantities of animal-part ingredients recoverable from slain creatures in accordance with their size, relevant characteristics, and likelihood of damaging the parts while fighting the beast, avoiding flat 100% probabilities of animal-part recovery. So, for example, killing a bear will tend to net up to five measures of bear pelt, averaging between 3 and 4 pelts. [Nov. 2007. Requires both expansions.]

 

Tribunal Bloodmoon Ingredients [PCC a.k.a. Blockhead]: Retroactively adds the ingredients introduced in Bloodmoon and Tribunal to the general ingredient leveled lists, so that there is a chance of finding them in containers throughout the rest of Vvardenfell. [Jun. 2004.]

 

Resources Enhanced [TheLys]: A small mod that introduces visual gathering effects for Kwama Eggs and Kollops, and allows the mining of raw ebony, glass, adantium and glass in mines by hitting them with a miner's pick. [Jun. 2004. Will likely conflict with other mods that affect mining, such as Indestructible's Indy Armorer Mod v1.94.]

 

Pearls Enhanced v3.0 [Melchior]: Modifies kollops to yield a variety of different kinds of pearls, randomly determined from nine different types ranging in quality and value from Flawed and Defective Pearls to Flawless and Grand Pearls, with a chance to find rare Black and Pink Pearls. Each type of pearl has distinctive icon, texture, and weight and size characteristics. The mod also contains an add-on that expands the variety available to 44 color variants, with each color having distinctive alchemical properties. Note that this mod is not a replacer; the original pearls from vanilla Morrowind are left intact and can be otherwise obtained. [Jul. 2009. Compatibility patches for Herbalism for Purists and Resources Enhanced are available, courtesy of Tetchy, at the mod's main download page linked above.]

Melchior's Pearls Enhanced v3.0 Screenshots

Author's Screenshot 1 Author's Screenshot 2 Author's Screenshot 3
Author's Screenshot 1:
Pretty pearls, all in a row.
Author's Screenshot 2:
Inventory icons for the new pearls.
Author's Screenshot 3:
Pretty colored pearls, all in a row.

 

Potted Plants v2.0 [Andoreth]: Adds potted plants, purchasable from Ancola's stall in Sadrith Mora, to the game. They function the same as normal static plants in the game, but are portable and automatically respawn their ingredients every 30 days. [Apr. 2004.]

Andoreth's Potted Plants v2.0 Screenshots

Author's Screenshot 1
Author's Screenshot 1:
Potted plants arranged on shelves.
   

 

Hunter Modification v1.3 [Garak/Martin Bohnet]: A larger mod that adds a variety of new quests, many of which enable the player to obtain a new kind of ingredient, such as Guar Sinew, Slaughterfish Caviar and Golden Daedraskin, from slain creatures of the appropriate type. In all, nine new ingredients are added, and the player can also brew a new potion, Hammerfell Coffee. [Dec. 2002. The author is not a native English speaker, and the mod suffers from frequent writing errors and gaffes. However, the mod and its scripting are technically quite competent, and the author works around the problem with the AddToLevItem script command by instead attaching scripts to all affected creatures that add the new ingredients to the body of the slain creature via the AddItem command a certain percentage of the time—if the player has learned how to obtain them properly via the appropriate quest, that is. However, this mod will conflict with mods that modify the same creatures. Tribunal not required, but a second ESP with expanded Tribunal journal functionality is provided. The mod contains 12 errant GMSTs that should be removed before use.]

 

Wild Rare Ingredients v1.00 [Alphax]: A modular collection of bugfixes, now obsolete (see note below) addressing bugs and logic errors regarding the availability of certain alchemical ingredients in the wild. Specifically, it modifies Daedra to yield daedra skin, Ash Ghouls to yield ghoul hearts, and Spriggan to have heartwood past level 3. It also sets holly bushes and horn lilies to respawn. [Feb. 2008. Obsoleted by the Morrowind Patch Project v1.6.4, which has incorporated Alphax's changes.]

 

Back to top

FAQ




What potential conflicts are there with other mods?

Herbalism mods change all plants in the game, and in some cases other items such as ore veins and kollops, by adding scripts to them. Thus, if you use other mods that affect the same objects, you may have to either choose which change of the disputed objects you prefer (i.e., change the load order so that the the mod with the preferred change loads after the other), or resolve the conflict (i.e., merging or editing the mods to combine the effects). If this is unfamiliar territory, don't be afraid; there are some great FAQs out there on resolving Mod Conflicts.

It should go without saying that herbalism mods are incompatible with each other.

One widely-used mod to be aware of is PirateLord's Expanded Sounds v1.3, an ambient sound mod that uses the plants themselves as sound emission points (in other words, placing its own scripts on them) and will therefore benignly conflict with herbalism mods (just make sure your herbalism mod loads after Expanded Sounds). Compatibility patches are available for Herbalism for Purists, Herbalism Redux and Graphic Herbalism which merge the scripts.

 

Do I need to worry about the video framerate impact of using these mods?

Almost surely no nowadays. It was more of an issue in the past because of (1) a bug in Bethesda's scripting code that caused terrible slowdowns that were blamed on the herbalism mods that used the buggy script command, and (2) to a lesser degree, slower computers. Anyone reading this will likely have a modern enough computer that any impact will be negligible, and even fairly older computers will only see a slight impact. The heaviest-scripted mod, Advanced Herbalism, had no noticeable effect on my framerates when I tested it on my medium-end AMD Athlon 64 3000+ from 2005. I include the information for completeness, but it is really not likely to be a concern. Pick the one that has the features you want; the scripting is all fairly similar in impact anyway, despite protestations to the contrary.

 

Are there potential problem with removing herbalism mods from a game in progress?

Because these mods attach scripts to plants that temporarily "disable" them from the gameworld (until they respawn), it seems to be the case that removing or changing out an herbalism mod from a saved game in progress can cause problems, including the potential disappearance of all plants. It's safest to pick one and stick with it—but don't worry, really. They are all good and you will not want to get rid of it—just play the game without one for a while and you will understand why.

However, in the event that you do wish to remove an herbalism mod from an ongoing game without some or all plants disappearing permantly, ManaUser has provided the best help I've seen on the matter in his readme for Graphic Herbalism: the only solution is to wait for all plants that have been harvested to respawn (and, in the case of Graphic Herbalism, to set the respawn time to 1 day for less hassle), then visit every cell in which you have picked plants before unloading the mod (thereby ensuring that each the game re-enables each plant so that, when the mod is removed, they are not permanently removed with it).

In any case, do keep a backup in case in goes awry.

 

Will this or that Herbalism mod work with Tamriel Rebuilt?

Yes. There no potential conflicts. The only issue is that Tamriel Rebuilt introduces new plant types that will not be covered by the mod.

If you do not use an herbalism mod revised or patched for Tamriel Rebuilt, both the herbalism mod and Tamriel Rebuilt will work as expected, but Tamriel Rebuilt's new flora will simply not be covered (in other words, its new plants like Black Rose, Hamum Root and Bluefoot will still open the default way, as containers, requiring a "Take All" mouseclick).

 

Back to top

Version History


Version 1.31 (Sep. 14, 2009)

Version 1.3 (Sep. 1, 2009)

Version 1.2 (Aug. 24, 2009)

Version 1.1 (Aug. 17, 2009)

Version 1.02 (Feb. 7, 2008)

 

Back to top

Credits and References


As with my other guides, I have drawn heavily for inspiration and research on the work of the Morrowind Mythic Mods team, and these guides are largely built upon their efforts.

Thanks to the ES Forums community for information provided and questions answered, with particular thanks to the following: AfroKing, Nicoliathan, Dragon32, Stacet, Spiffyman, Tetchy, Arkngt and Narfblat.

Thanks to those who have offered thanks and encouragement. It makes it much more rewarding and enjoyable.

And, of course, thanks to those whose who have shared their time, energy and talent with the community in making and releasing these mods.

 

Feedback

I welcome feedback. Corrections, suggestions, things I've missed, broken links, additional information that would be useful, better technical explanations, hey-that's-kinda-obtuse-writing and all other kinds of feedback help me to make these guides better, so don't hold back. I'm not touchy.

I can be contacted at the Bethesda ES Forums, or by e-mail using the Contact Us links on these pages.

For licensing and permissions information, please see the Permissions section of my main guide.

Screenshots and images on this page were taken by me, unless otherwise indicated.

 

Back to top